Design Document Fundamentals: Part 1
by William Anderson

One of the biggest dangers in video game production is what I like to call "Design on the Fly"; a "process" where there is no clear vision of what the end product will be, so elements keep getting added to the concept. This eventually kills the schedule and makes the game feel totally inconsistent. We've seen this happen in movie productions where the director and the producer are both fighting over creative control. It is the same in any creative venture, whether video game or movie, and the outcome is also the same: total failure of the end product and failure to reach the target financial goals.

Naturally, this is not to say that changes in the creative direction during a production are bad. Rather, they are absolutely necessary for a successful product, but they must be done in a controlled manner. Uncontrolled creative ideas (good or otherwise) that flow into a production without rules or management structure can be devastating. In short, an uncontrolled nuclear reaction is a bomb, but a controlled nuclear reaction powers cities.

Enter the production design document to guide project ideas in a controlled and well-understood way. Just as a blueprint aids the construction of a house, a design document shows where every element of a game fits in the larger picture.

Creating a Design Document
Because there are just as many ways to produce a design document as there are ways to write a book, for the purposes of this article, I will take you through the format I've personally used.

First, before you even sit down to draft a design document, you should always ask yourself, "Who will be reading this?" If this is a document to sell your idea to a marketing staff, or to get funding, then you might focus on shorter explanations of technical subjects and move the meat and potatoes to the beginning of the document.

Also, before the actual design document drafting begins, you need to have had creative meetings and a pooling of all the best ideas, design notes, and diagrams that will make up the game play and look of the product. Don't worry if everything is not nailed down in minute detail, that will work itself out once you reach that assignment stage. Just get all of the key elements down, including your Killer-Aps. Also known as "that which will make this product stand out in game play, looks, and feel", Killer Aps are critical to the overall success of your product, and where you will spend most of your production time.

Your pre-drafting compilation should also include any conceptual art. If you don't have any, then I strongly encourage that you have some made. One of the key responsibilities a designer, producer, or manager has on a project is keeping the team focused on the vision of the game. Because the art staff on a project tends to make up almost 2/3 of the production team, visual aids such as conceptual art and storyboards, are critical to getting the art staff excited and motivated. Without these visual aids, you will probably need to keep reminding them, and sometimes yourself, what the end game will be. Believe me, it can get very hard to stay focused when a project goes over the 12-month mark.

One last item before we go through what makes up a design document: keep it readable!

Avoid using strange and unreadable fonts and sizes. Although it may look cool and give some personality to your work, in the long run, people will just get annoyed by it and might skip vital information. In sections where you really need to make the information clear, simply use bold face characters.

In the following section, you will find a breakdown of the different subjects used to outline a typical design document. Please keep in mind that you may want to add or remove subjects that are not applicable to your particular concept design. For example, if you are making a Puzzle game then the idea of a Player or Monster character may not fit into the design, however, for purposes of this article we are assuming these elements are part of the design.

Title Page and Copyrights
A title page for a design document is very important. It will be seen often, so you want to avoid a title name or font format you are unhappy with. Regardless of whether you like it, it will grow on people until it is assumed approved for the final product, at which time it becomes more difficult to change. Certain Copyright and Trademark information must also be presented for you and/or your company’s legal protection.

The following is a list of elements that should always be on a title page for a design document:

The title of your project in a clean font. Although your marketing group or legal team may ask for changes, you should always put your ideas up front.

The contact names for this document. This should be the designer, producer or any other managers responsible for producing the document. Questions will arise, and this contact information will give the reader a convenient way to reach the right people.

Document version number and date. As your project moves deeper into production, vague ideas will be increasingly fleshed out until you have a final design. At this point the design document will need some revisions. Adding the version number and date to your design document will eliminate confusion as to the most current document.

Copyright, trademark, and legal information. If this is your property then a simple "Copyright © 2000 by Acme Game Design" may be sufficient. But if you are working for a development house or under the funding of a publisher, then you may need to learn what particular copyright information they want included on the document. It also important to include this copyright line at the bottom of every page of the design document in the event pages are removed from the core document.

Document file name. This is up to you, but some designers, myself included, like to add the file name of the document. Because I write so many documents during production, keeping track of each document’s file name is, quite frankly, a pain.

Table of Contents
The table of contents is basically designed to give the reader an overview of what is contained within the design document, including page numbers. From the designer’s standpoint it becomes very useful in helping him or her see how all of the subjects in the design flow into the overall structure of the product design. This information should be kept simple, to the point, and very easy to read.

Production Mission Statement
A mission statement is a relatively concise, often one-page description of what you want this product to accomplish for the company. It should include target market, age group, and target system.

Here are some key points I've used:

Theme of the product. This would be something like Action Adventure, Puzzle Game, or RPG.

Style of product. Is it, for example, a 3D Adventure game or a 2D Top-Down Shooter product?

Style of game play. What does this game play like? TOMB RAIDER, ZELDA or 3D RACER?

Character art style. Are the player and monster characters cartoony, gothic realistic, or other?

Background art style. Will it be Dark Fantasy, Science Fiction, or other?

Story sequence. Will it be done in Real Time 3D shorts or other?

Target age group. What age group are you targeting with this product?

Target rating. What is the ESRB rating for the product? To find out more information about this rating system and guidelines, visit the official ESRB web site at http://www.ESRB.com

Target platform. For what system are you planning this production (Sony Playstation, PC or other)?

Special hardware. Will this game require any special hardware not normally included with the sale of the target platform? For example, something like a light gun or special plug-in device such as a modem.

Hardware requirements. What are the minimum hardware requirements? If this product is for PCs, then what operation system will it run under? Video card and memory requirements are important.

Estimated production team size. This will vary greatly from concept to concept and you may want to wait on adding this information until after the design is fleshed out and the production schedule is closer to final. Nevertheless, depending on tools, training, and pre-existing technology, on average, 12-18 months is not unrealistic for an Action Adventure product.

Scheduled completion date. When do you intend to have this game done and ready for market? Always buffer in tuning time before committing to a completion date.

Competitive products. Put together a short list (no more than 3) of competitive products on the market. Make certain you explain your edge over these titles point by point because a clone of another product makes a poor sales pitch.

Reference products. List some reference products you might have used in coming up with this concept. And if you only note items like art or mechanics in a reference product, then be sure to note it here or you risk the reader judging the wrong thing. For example, if you don’t tell the reader you like the art of a product but hate the game play, you risk conveying the wrong idea.

Team Mission Statement
Each production is a learning and growing experience for the team as much as it is for the company. Therefore, it is of the utmost importance to establish a number of goals the team ultimately hopes to accomplish. Depending on the team and the project, these points can vary widely. Think about where you want to be as a team at the end of the project and, as a reminder, bullet point it down in this section.

The Game Concept Overview
In this section you break down all of the key points that will make your concept great -- almost like a sell sheet. If you had only one page of text to get across all of the things that make this concept great and sellable, what would be on that one page?

Don't get overly technical at this point. This is the section that most marketing and sales people will review, and you don't want to scare them off with technobabble. Also, don't omit how you came up with the idea and why you have picked it as your production goal. You want to bring the skeptics around to your way of thinking.

The Game Back Story
Although the back-story for a product is often fluff, it helps to bring your team into the world you envision.

The Product Flowchart
A product flowchart is a handy device to demonstrate how all of the big elements fit together to make the product. In this section you simply walk the reader through each stage of the start-up interface, all the way down into the game and back out to all possible endings, making sure to show how each section branches off to the different options. Don't worry about the level by level and bonus section stuff just yet, that will come in the next section.

Note: One of the best flowcharting programs I have found for doing this style of work is VISIO (MS Word compatible). VISIO is available on Amazon.com by clicking here.

The Game Play Flowchart
In this flowchart, you walk the reader through each playable stage of the game, including all possible branches and sub endings. Make sure to list all the levels out by name and (or number if used to avoid confusion during production).

At this point, don't worry about the level by level game play description details, they will be covered in the Game Play Overview section covered in Part 2 of this article.

The Game Interface
The typical video game interface has several primary functions:

  • Introduce the publisher and or developer.
  • Inform the public about the copyright and trademark status of the product.
  • Present a pre-rendered, pre-animated or static story that leads the player into the game.
  • Give the player the lead-in options for the game, such as (Start), (Options) or (Difficulty).
  • Display an ongoing status of the game while you play.
  • Present the player with special reward for goals achieved.
  • Explain the punishment for failing goals.

The complexity of these sections really depends on performance level of the system for which you are developing. For example, because of the memory limitations of the Game Boy you would not want to create a lengthy introduction interface. Also, if your target audience is expecting an Action game, then a lengthy lead-in interface can become very frustrating for the player.

Key things to keep in mind when designing these interface systems are:

  • Production time required.
  • Cost to produce.
  • Need for the feature.
  • Viability for the target audience and style of product.
  • User friendliness.

Listed in order, the following are some of the key elements that make up your standard video game interface. Please note that I do not go into game play interface, victory, or defeat systems as they totally depend on your concept and a blanket design would not work. My best advice on these areas is to review other products that are similar to yours, making sure to note the 5 points listed above.

System start-up screen. System start-up screens are only required by commercial systems like the Sony Playstation and Dreamcast. They are not required on PCs.

Company/publisher intro. This information is often provided by your publisher and/or licensor. No matter what type of game, this information is needed.

Legal/copyright screen. Some system manufacturers require this information to be on the screen for a specified number of seconds, so make sure to do your homework.

Game title screen. The game title screen can be, and often is, contained within a playing CG story and once done will default to the Main Start-Up/Options being displayed.

Note: The standard with these types of sequences is that the player can exit at any time by pressing any key on the controller or keyboard.

Main start-up/option screen. This can be just about anything you want, but there are some established norms for defaults, such as the cursor always starts on [ Start ] when the game boots up and some system manufacturers require the game to self demo if there is no interaction within (X) number of seconds.

It is always good to review the interface requirements of a commercial system before laying out your designs for the interface.

Continued in Part 2 >>>

 

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